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Another Ecm Idea: Split It Up! - W/ Little Poll


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Poll: Split ECM into two items (2 member(s) have cast votes)

Is it a good idea? (Share your thoughts in any case)

  1. Yes! Your idea is great and necessary, Imo. (1 votes [50.00%] - View)

    Percentage of vote: 50.00%

  2. No, your idea is plain crap. I think ECM should be changed, though. (1 votes [50.00%] - View)

    Percentage of vote: 50.00%

  3. No, ECM should not be changed, it's fine right now. (0 votes [0.00%])

    Percentage of vote: 0.00%

  4. No, my ECM idea is better! (Please, explain or link) (0 votes [0.00%])

    Percentage of vote: 0.00%

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#1 Uzric Rash

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Posted 12 February 2013 - 12:53 AM

First of all sorry for my english as it's not my mother language.


I see ECM a little OverPowered (surprised, huh?).

I like the idea of making BAP and Narc better counters to it. But I think it's not enough.

Utility vs Critical Slots & Tonnage is just much higher than any other item in the game.


Since in BT there are different ECMs (Guardian, Angel, etc), I came up with this idea (maybe it's in the forums already):

Split the ECM into 2 items. You can only have one of them, no both (the choice must be player-wise and not HardPoint-wise or the like, though). It could maybe work as a 100.000 C-Bill upgrade or something, like switching Ferro-Fibrious.


-ECM 1 should be the one already in game, but nerf its radius in Disrupt mode so it only affects the mech that has it equiped. This could prove useful for Lights since what they want is not to be caught.

-ECM 2 should be a more nerfed version, only doing half the things the current ECM does - but affecting nearby allies. This could be useful for commander 'Mechs, as the altas.

-The 'Counter' mode of either ECM would disable the most nearby ECM, much like the current implementation (so there is no ECM1 jams ECM1 or ECM2 jams ECM2; any ECM can jam the others).


I think this could be interesting because it nerfs Light Premades (4 man Raven-3L, mainly). In case they all got ECM1, then any Counter-ECM would jam at least the ECM of the nearest one, making it a feasible kill (there is no ECM bubble from the others). If they all got ECM2, then they should be targetable anyways (the ECM bubble is weaker), just it would take more time or something like that, we can discuss how ECM2 would work. In case of combo, it would be very difficult (they are premade anyways, right?) but the ECM2 guy (the one that makes the bubble) is still targetable since the ECM2 is less useful, so it's easier to destroy the invulnerability bubble.


What do you think about this idea?

#2 Karl Streiger

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Posted 12 February 2013 - 01:12 AM

A configurable ECM - sounds interesting.
But what do you mean with "half the things the current ECM does"

Do you want to reduce time for lock on LRM?
Without the bubble - ECM 1 carriers could be targeted by LRMs ...it just need more time.
Best use of ECM is actually to disrupt the sensor and targeting systems of a enemy Mech that is in the bubble

#3 Uzric Rash

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Posted 12 February 2013 - 01:29 AM

View PostKarl Streiger, on 12 February 2013 - 01:12 AM, said:

But what do you mean with "half the things the current ECM does"


Following this, ECM can do up to nine (9!) different things.

I don't like the idea of the guy of that topic, only to pick two of them. Devs won't like it either, since they coded a lot to make ECM work.

The "Ally-ECM" I suggest will only take 4 or 5 of those traits, but making a bubble for all nearby allies. Or, it could take all of them but in a nerfed fashion, maybe in range or timings. We can discuss what it does, the important thing is: ECM1 is stronger, but selfish; ECM2 is weaker, but for the team.

Devs could like my idea, since they only have to copy/cut and then paste, rather than delete code.


View PostKarl Streiger, on 12 February 2013 - 01:12 AM, said:

Best use of ECM is actually to disrupt the sensor and targeting systems of a enemy Mech that is in the bubble


Well, yes, right. But maybe make it subtle so it only cloaks 1 'mech. I mean, rather than jam enemy mech's sensors, to hide yours (but this would be Null Signature System). Well, maybe it's just that the system does jam enemy sensors, but in order to make it to the perfect fashion of what ECM does right now, then it means it can only cloak one person: you. I don't know, I can't really think of an in-game/lore "reason", other than balance.

Edited by Uzric Rash, 12 February 2013 - 01:37 AM.


#4 Karl Streiger

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Posted 12 February 2013 - 01:43 AM

Ah there you are. When i meant lock - i mean hit the R key and got target.

You have the null signature system - and i really dislike this most - so lets say ECM mode 1. Your mech got cloaked and only below 200m they got lock on you. That is what you are suggesting with ECM 1.

You have the ECM mode 2...that use a bubble and dissrupt IFF and makes it harder for battlemech sensors to get a lock - maybe beyond 400m for lock, 200m for iff.

Third mode disruptive ...your ECM is used to disable enemy sensors...that when they are in the ECM field - there minimap don't work, their LRMs SSRMs and TAG can't target anything etc.

Did i got it?

#5 Uzric Rash

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Posted 12 February 2013 - 01:50 AM

Yes, you got it.

Except maybe one thing, I think you understood there are 3 in-game-switchable modes; the point is only to have 2 switchable modes: Disrupt and Counter.

What the Disrupt mode does (to hide yourself heavily, or allies softly) must be configured in the mechlab, so there is no swap in-game other than Disrupt (Jam sensor) or Counter (Jam other Jammers).

EDIT: Re-reading better your post, i think you misunderstood the 3rd mode. There is no third mode.

We have this:

ECM1:
-Mode Disrupt: Cloaks yourself from enemies. Much like how the current ECM works but only for yourself.
-Mode Counter: You no longer cloak from anything, but jams nearby enemy ECMs. The Counter mode already in-game.

ECM2:
-Mode Disrupt: Cloaks nearby allies from enemies. Much like how the current ECM works except it's not that OP (it does less things, maybe BAP is more usefull or they can't hide if they stay at LOS enough time) but retaining the ability of being team-wise useful.
-Mode Counter: You no longer cloack you nor allies from anything, but jams nearby enemy ECMs. The Counter mode already in-game.

You can buy one of those in the mechlab.

Edited by Uzric Rash, 12 February 2013 - 01:56 AM.


#6 MechWarrior001347

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Posted 12 February 2013 - 02:09 AM

i would sugest make it less reliable, give it a TTL when its up it needs a cool down and must be restarted, or ad a chance of falling. it falls out is jammed and needs a restard.





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